Holly Newlands is a technical artist and designer based in Portland, Oregon with 11 years of experience crafting shaders, VFX, tools and interactive systems across Unity, Unreal Engine and three.js. She ships production-ready visuals and tooling for games, XR prototypes, museum installations and architectural visualizations, and currently works on projects at Giant Sparrow and Newlands & Company. Holly’s work blends gameplay programming with experimental art practice—she’s built realtime solutions for millions of points, novel anti-aliasing for point clouds, and stylized data-driven city shaders for large-scale visualization. An active contributor to shader-focused open-source work, she has ported raymarching algorithms into HLSL for the well-regarded lygia library, demonstrating deep graphics and rendering pipeline skills. Her portfolio shows a recurring interest in spatial interaction and immersive storytelling, from VR works screened at Indiecade and Slamdance to commissioned airport and gallery installations. Holly pairs a BFA in Art and Technology with a practical knack for turning visual research into robust, production-ready systems.
11 years of coding experience
4 years of employment as a software developer
Bachelor of Fine Arts - BFA Art and Technology, Bachelor of Fine Arts - BFA Art and Technology at University of Oregon
New Media, New Media at School of the Art Institute of Chicago
LYGIA, it's a granular and multi-language (GLSL, HLSL, WGSL, MSL and CUDA) shader library designed for performance and flexibility
Role in this project:
Graphics Programmer
Contributions:8 commits, 4 PRs, 1 comment in 1 day
Contributions summary:Holly primarily focused on converting and implementing raymarching algorithms within the HLSL shader language, a core technology for the "lygia" library. Their contributions include porting raymarching functions, defining variables, and fixing rendering constructors, demonstrating an understanding of shader programming and graphics techniques. The user also added raymarch-related files and fixed matrix multiplication, enhancing the raymarching functionality within the shader library. The modifications suggest direct involvement in rendering pipeline improvements.
Contributions:18 commits, 16 pushes, 1 branch in 4 years 9 months
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